
Enjoy a fantasy-based, party-style roguelike beat ’em up! Use the gold you earn each run to recruit allies, acquire skills, and buy equipment to grow stronger. Combine powerful synergies between your player, race, and gear to annihilate massive monsters in an instant!
Modeled estimate, not a reported figure. How we estimate →
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About
Final Knight is a strategy-driven action RPG inspired by the world of Dungeons & Dragons.
In a classic fantasy setting, players form a party using a wide range of weapons, spells, artifacts, and items to face massive bosses that threaten the world.
Outside of your directly controlled character, allies act automatically.
Take advantage of the Tactical Command (time-stop) system, inspired by CRPGs, to pause the battle and issue orders with precision.
Seamlessly switch between characters in real time—taunt enemies as the Warrior, unleash Meteor as the Wizard, perform a Backstep as the Rogue, or cast healing spells as the Cleric—chaining them together into powerful combos.
Choose 4 characters out of 9 distinct classes to form your party.
Each class fulfills a fundamental role—Tank, Damage Dealer, or Support—and can further specialize through leveling, advanced job changes, and stat growth.
With unique feats from equipment and the Formation system that alters party positioning, you can craft and execute your own strategies.
Every party member can progress in multiple ways:
Advanced job changes
Unlocking unique feats
Mastery upgrades
Crafting and fusing equipment
Gear enhancement
Discovering bonds between characters
Your team evolves endlessly along the paths you choose.

Take on raid-style battles against powerful bosses.
Break their weak points, harvest materials, and forge new equipment.
When enemies are staggered, unleash devastating combos by combining strategy with precise controls to bring them down.
■ Play offline 2-player co-op, experiment with skill synergies, and discover new ways to combine abilities with a friend.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, Japanese, Simplified Chinese, Traditional Chinese, Spanish - Spain, Portuguese - Brazil, Portuguese - Portugal, Russian
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
游戏想当牛逼,明明是横板过关类,但几个角色(只需要操作一个,其他电脑自己会操作)上去一顿乱揍,非常的爽,根本不需要小心翼翼跳台阶,没那么多心理负担 但是硬伤也很明显,团队目前急缺一个ui工程师和美工,把ui搞定这游戏有希望争夺年度最佳独立游戏。 另外还有几个小问题: 1、汉化问题,比如:体力、生命值、耐力这三个包含了生命值和翻滚耐力两个不同的属性,但是三个词混着用,根本不知道哪个指代哪个,有的时候说增加体力,以为加生命,结果一看,只是增加了翻滚次数…… 2、bug,比如打完一关解锁了对哥布林杀50个的成就,可领取水晶,可是领完了那里还继续显示有水晶可领取……
I don't do a whole lot of reviews, but this dev has so much heart, is putting so much blood/sweat/tears into his game, AND the game is fun and has real depth...all so much so, that it was a crime to go any longer un-reviewed...run on sentences aside- Over the course of early access this dev has added soooo many layers of depth, the game near resembles a single player MMORPG, you control all party members if you wish, and the mechanics/classes/skills are clearly inspired by such. All this in a beatem up style dungeon crawler WITH weapon and armor slots that you can craft, change your appearance on equip, loot tables that include unique legendaries, and SET bonus gear ffs. Not to mention class tier progression. I'm such a shill for this guy he might think I'm a stalker. I've played a good bit, but stopped some months ago so that at 1.0 launch I can enjoy the full game without major changes-he adds that much to the game every couple of weeks or so. He is clearly having a blast just making the game, and THAT tends to make great lil hidden gems. Very steam deck friendly, all my time was played on SD OLED. Check this one out, I don't think you'll regret it.
This game is interesting but it has too many systems going on making it convuluted. Co-Op play is horrible, buggy, cant level up 2nd player and dev advised it will become an afterthought and 2nd player will be just a companion, awfull decision imo might as well remove co op entirely. Hit feedback is also barely existent feels like youre attacking with a wet noodle Idk the game looked promissing but these new decisiona and the lack of good feeling is making me regret getting it
刚下的游戏,准备和对象玩,2 players 显示 维护不能使用。。。无语,卸载了
在玩几分钟之后电脑会突然黑屏 此时任何操作都无效但声音一直在播放 只能强制重启电脑
FINAL KNIGHT, developed by 2oclocksoft and published by GRAVITY, is a side-scrolling action RPG that blends the kinetic energy of classic beat-’em-ups with modern roguelite mechanics and a party-based combat system. It stands out from the outset with its visually striking fantasy world and fast-paced, combo-heavy combat, drawing inspiration from both nostalgic genre staples and contemporary RPG systems. Even in its Early Access state, FINAL KNIGHT demonstrates a strong identity, placing emphasis on skill-based encounters, character synergy, and long-term progression that feels meaningful with every run. The game allows players to assemble a team of four characters from a pool of distinct classes, each fulfilling traditional RPG roles such as tank, damage dealer, support, or healer. Whether you choose a sword-wielding warrior, a spellcasting wizard, or a stealthy rogue, every class has a unique combat rhythm and skill set that influences the flow of battle. What makes the system more dynamic is the ability to switch control between characters mid-combat, while the AI manages the rest of your team. This feature opens up possibilities for real-time strategy, letting players combine abilities for devastating combos or adapt on the fly when a situation demands a shift in tactics. Combat in FINAL KNIGHT is energetic and deeply satisfying. Players move through side-scrolling levels, mowing down hordes of enemies while managing cooldowns, positioning, and timing. Each hit feels impactful thanks to responsive animations and sound design that emphasizes weight and momentum. Enemy variety is decent even in the early stages, and bosses in particular stand out, not just for their size and spectacle, but for the way they require players to exploit weak points and destroy specific parts to limit their abilities. These fights can be brutally difficult, but they reward observation and persistence, offering rare crafting materials and permanent upgrades when defeated. Progression is handled through a roguelite framework, where each run earns resources, gear, and relics that gradually strengthen your party. There’s a clear distinction between temporary power-ups found in a run and permanent items that persist across playthroughs. This dual progression system gives the game both immediate stakes and long-term goals. Players will find themselves returning to earlier levels with upgraded gear, trying different character combinations, and fine-tuning their builds using relics and legendary equipment. The gear system is robust and offers a wide variety of playstyles, from aggressive close-range brawlers to more calculated support-focused compositions. Visually, FINAL KNIGHT strikes a careful balance between retro charm and modern execution. The sprite-based characters and environments evoke a nostalgic look reminiscent of classic handheld RPGs, but the animation quality, spell effects, and environmental details are decidedly more current. Backgrounds are full of subtle motion, particle effects light up the screen during combat, and character abilities have distinct, eye-catching animations that make each class feel unique. While the overall presentation isn’t cutting edge, it fits the tone and gameplay perfectly, creating a world that’s both familiar and fresh. Despite its many strengths, the game does exhibit some rough edges, which is expected from an Early Access title. Interface clarity is one of the weaker aspects—certain stats, synergy effects, or upgrade paths aren’t always clearly explained, which can be frustrating for new players trying to optimize their party. Some balance issues are also present, with a few classes or relic combinations feeling disproportionately powerful, while others struggle to hold their own in later stages. Additionally, occasional difficulty spikes can derail a run if players aren’t well-prepared, making early planning and gear choices feel more like a necessity than an option. However, FINAL KNIGHT’s replayability and the promise of future content updates help offset those issues. There’s already a notable variety of relics and gear combinations, and regular updates have been introducing new legendary items, fine-tuning balance, and expanding existing systems. The inclusion of multiplayer features, such as local co-op and shared screen options, adds even more value for those who enjoy dungeon-crawling alongside friends. These cooperative elements not only enhance the chaos of combat but also allow for shared experimentation with party builds and tactics. In its current state, FINAL KNIGHT offers an engaging and rewarding experience for fans of action RPGs, side-scrollers, and roguelites alike. Its mix of real-time combat, party management, and gear customization makes for a highly addictive loop, where each defeat feels like a step toward mastery rather than just a setback. With its striking art direction, responsive controls, and commitment to expanding its content, it shows all the signs of a game that could grow into a cult favorite. For those who enjoy high-speed action mixed with thoughtful RPG depth, FINAL KNIGHT is absolutely worth watching—and even in Early Access, it’s already worth playing. Rating: 7/10
Tragic that years of fast food gaming destroyed a potentially gigantic audience for a magic gem like this. That feeling you had standing fascinated in front of an arcade machine without any coins to your name for what felt like hours... You will find it here.
ui花里胡哨 多人模式没做好就不要打合作标签 一个公告都没有点开就是多人模式维护
让我们成为最肉的团队!互相治疗!我们是金刚四人小队!冲啊!
두 번 환불했다가 결국 샀습니다. 업데이트 근성을 믿고 다시 샀는데. 이전보다 훨씬 편의성 및 게임성이 좋아져서 만족합니다. 다시 환불 안 합니다. 앞으로도 발전하는 업데이트 기대하겠습니다.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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